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Switch to Forum Live View Fleshworks - Where steel meets flesh.
2 years ago  ::  Apr 22, 2011 - 1:50PM #11
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Medical Hand (PL6)


This cybernetic hand and forearm has a number of medical diagnostic devices and tools to aid any doctor or paramedic in the field. Comes with blood analysis/toxin screens diagnostics, able to easily detect 60 common toxins and blood anomalies. An epidermic analyzer, which can identify and measure salt, sugars powerful enzymes and chemicals, and temperature. A laser scalpel is installed in either index or middle finger, and can measure pulse and blood pressure. The user merely has to place their hand on the skin of the target to begin analyzing. The laser scalpel has about a 20 minute charge before it needs to recharge.


Benefit: Aids in diagnosing patients, granting a +4 equipment bonus to Treat Injury checks. The laser scalpel can be used as a weapon in melee dealing only 1d4 fire damage.
Type: Internal/External
Location: Hand
Hardness/Hit Points: 2/6
Base Purchase DC: 25
Restriction: None


For each PL above 6, so 7 and above, increase the range of the sensors by 1 ft, and bonuses by +1. Can also add in one extra sensory device per PL above 6

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2 years ago  ::  Apr 22, 2011 - 2:28PM #12
kronos182
Date Joined: Mar 24, 2006
Posts: 792
IR/UV Optics (PL6)


These cybernetic eyes allow the user to see in infrared and ultraviolet light frequencies. The eyes have slightly larger pupils than normal. Although not as good as nightvision optics, they do allow the user to detect temperature variances, and can see in the dark but at shorter range than nightvision optics. The user can even see through fogs and smoke using IR and UV sources instead, ignoring concealment. They can detect heat sources through most materials as long as they are not more than 2 feet thick.
Benefit: Gains darkvision out to 30 feet, lessens concealment by one step, gain +2 to search and spot when taking heat signatures into account. Able to see through most materials up to 2 feet thick (except metal at only 1 foot) for heat signatures up to 20 ft on the other side.
Type: Internal
Location: One Head (eyes)
Hardness/Hit Points: -/2
Base Purchase DC: 17
Restriction: None


 
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2 years ago  ::  Apr 22, 2011 - 3:06PM #13
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Claws (PL6)


Implanted into the fingers are a set of metal and high impact polymers claws. The fingers are also reinforced to allow the user to make raking like attacks with their fingers. For a slightly higher price, the claws can be made retractable, making it extremely difficult to notice them.
Benefit: Claws are a specific kind of internal weapon mount (small blades shaped like cat claws mounted in the fingers). Damage is done based on size; this damage can be added to an unarmed attack using the limb made by the recipient. The claws are of diminutive size, and attempts to disarm the recipient of the claws automatically fail. If retractable claws are installed, retracting or extending the claws is a free action.
Type: Internal
Location: One set per hand
Hardness/Hit Points: 5/5
Base Purchase DC: 21, retractible 22
Restriction: Res (+2)
For higher PLs, other weapon gadgets could be added, such as high frequency or beam/energy blades. Change damage according to weapon enhancements.



Recipient Size


Claw Damage


Tiny


1d2


Small


1d3


Medium


1d4


Large


1d6


Huge


1d8


Gargantuan


2d6


Colossal


2d8



 
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2 years ago  ::  Apr 22, 2011 - 4:44PM #14
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Aqua Cybernetic Package (PL6)


This cybernetic package is a number of cybernetic devices to augment a person to allow them operate underwater longer than normal, but not to the extend of a full naval cyborg. The package includes retractable webbing for the hands and feet, an internal oxygen tank with 1 hour supply, depth gauge, gyro-compass, anti decompression sickness nanites and lenses for the eyes. The lenses act like an extra pair of eyelids, similar to some aquatic animals to protect their eyes and help eliminate the distortion caused by water. The recipient's depth, oxygen supply, direction are also displayed on a HUD on the lenses. The nanites help prevent the formation of bubbles in the bloodstream which causes decompression sickness, and also help to reinforce and keep internal pressure as the diver goes deeper.
Benefit: Retractable webbing between fingers and toes, grants a +5 bonus to Swim checks, 1 hour oxygen supply without external tanks, +2 bonus to Navigate checks, reduces any spot or search check penalties while under water, can survive double the normal depth tolerable for humans and prevents decompression sickness.
Type: Internal and External
Location: 1 each hand and foot, 1 torso, 1 head (eyes)
Hardness/Hit Points: 2/8
Base Purchase DC: 21
Restriction: Lic (+1)

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2 years ago  ::  Apr 26, 2011 - 11:38PM #15
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888

Apr 22, 2011 -- 4:44PM, kronos182 wrote:

Aqua Cybernetic Package (PL6)


This cybernetic package is a number of cybernetic devices to augment a person to allow them operate underwater longer than normal, but not to the extend of a full naval cyborg. The package includes retractable webbing for the hands and feet, an internal oxygen tank with 1 hour supply, depth gauge, gyro-compass, anti decompression sickness nanites and lenses for the eyes. The lenses act like an extra pair of eyelids, similar to some aquatic animals to protect their eyes and help eliminate the distortion caused by water. The recipient's depth, oxygen supply, direction are also displayed on a HUD on the lenses. The nanites help prevent the formation of bubbles in the bloodstream which causes decompression sickness, and also help to reinforce and keep internal pressure as the diver goes deeper.
Benefit: Retractable webbing between fingers and toes, grants a +5 bonus to Swim checks, 1 hour oxygen supply without external tanks, +2 bonus to Navigate checks, reduces any spot or search check penalties while under water, can survive double the normal depth tolerable for humans and prevents decompression sickness.
Type: Internal and External
Location: 1 each hand and foot, 1 torso, 1 head (eyes)
Hardness/Hit Points: 2/8
Base Purchase DC: 21
Restriction: Lic (+1)




Looks good and is similar to what was done in the 2nd Universal Soldier movie, the ones with Jean Claude Van-Damme, where the next gen Uni-Sol troops had a water/oxygen filtration unit implanted in their lungs to breath underwater for short times


Its the Universal Soldier The Return one...  

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2 years ago  ::  Apr 27, 2011 - 4:06AM #16
kronos182
Date Joined: Mar 24, 2006
Posts: 792
You know I haven't actually seen that one yet. I figured this would be good for search and rescuers and some spec-ops  units who do a lot of water operations. It saves on weight for gear, or is a nice back-up for when your normal gear is unavailable or damaged. It won't replace full scuba gear, but when used in combination with it, you're far better off than an unaugmented person.
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2 years ago  ::  May 02, 2011 - 9:04PM #17
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Cybernetic Shock Emitters
These are the cybernetic version of GE's shock gloves. They function exactly the same, releasing an electrical charge with each unarmed strike. There is a modified version for full conversion cyborgs which can be more powerful. In the full conversion version, extra crystals that collect energy are built into the feet, which build up a charge to enhance the discharge even more.
Standard Implant
Benefit: Adds 1d4 electrical damage to unarmed strikes
Type: Internal
Location: One set per hand
Hardness/Hit Points: 4/5
Base Purchase DC: 14
Restriction: Res (+2)

Full Conversion Version
Benefit: Adds 1d4 electrical damage to unarmed strikes. If the cyborg moves at least 10 ft in the round before attacking, adds an additional 1d4 electrical damage for every 10 ft.
Type: Internal
Location: One set per hand, one foot
Hardness/Hit Points: 5/6
Base Purchase DC: 16
Restriction: Res (+2)
Note: Only available on full conversion cyborg.
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2 years ago  ::  May 03, 2011 - 2:17PM #18
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Made a slight alteration to the Shock Emitters, just the full conversion version, specifying damaged added to unarmed strikes, and movement must be made in same round before the attack.

Cyber Shield (PL6)


Implanted into the arm of the wielder is a housing for a shield. The arm opens and deploys a shield made of meta and memory materials, which through extending and locking plates and expansion through an electrical charge, based on the same principles of collapsible blades. Usually when installed the user must decide which type of shield is created, light or heavy shield. The user will suffer the normal penalties for attacking with the arm that the shield is mounted on, but if the user is not proficient in shields, only suffers half the penalties as the shield is apart of them. The implant can be made so that the shield type and size can be altered, but this is more expensive.
Benefit: Creates a shield that is deployed from the arm, based on shield type, light (+1 Def), heavy (+2 Def). Considered steel versions, but weighing half the weight. These can be used in shield bash attacks,
Type: External deployed, stored internally
Location: 1 arm
Hardness/Hit Points: 6 / 10
Base Purchase DC: 20 for light, 21 for heavy, 22 for a version that will switch between light and large.
Restriction: None


 
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2 years ago  ::  May 04, 2011 - 12:18PM #19
kronos182
Date Joined: Mar 24, 2006
Posts: 792
A.N.I.M.L. Dragon Breath Implant (PL6/7)

This cybernetic device created by A.N.I.M.L. is designed to give the user the ability to breathe a gout of flame. Two variations of the dragon breath implant exist. One is an actual flamethrower, the other is a plasma based flamethrower. The user has their throats and mouths replaced with cybernetic versions which are designed to withstand the energies that will pass through them. The flamethrower version has a replaceable tank slot built into the chest, between the lungs. The user breathes in deep then blows, releasing fuel mixed with air from their lungs, which is then ignited by a device in the mouth which ignites the fuel-air mixture, releasing a cone, or line of fire, depending on what the person wants. 
The plasma version has further reinforcing of the mouth and throat. Instead of a fuel tank in the chest, a power pack can be placed inside, which can be slowly recharged by the person's own bioelectric field. Full conversion users can have the plasma version run off the frame's power source.

Dragon Breath Flamethrower (PL6)
Benefit: Can create a line 30 feet long, 5 feet wide of fire dealing 3d6 fire damage with a Reflex save DC 16 for half, or a 15 feet long , 30 feet wide cone dealing 2d6+2 fire damage with a Reflex save DC 17 for half. Tank holds 10 uses, and takes 1 full round to remove and replace a tank.
Type: Internal
Location: 1 mouth/throat, 1 body 
Hardness/Hit points: 4 / 8
Base Purchase DC: 22
Restriction: Restricted (+2)

Dragon Breath Plasmathrower (PL7)
Benefit: Creates a 30 foot long, 5 foot wide of plasma fire, dealing 3d8 fire damage with a Reflex save DC 16 for half damage. The power pack provides 20  uses, and recharges at a rate of 1 use per 10 minutes of inactivity, the user also has to eat about 25% more food a day. The power pack can be exchanged for a full one as a full round action.  In full conversion cyborgs, the user has 40 uses before it starts to recharge, at a rate of 1 use every 5 minutes of inactivity.
Type: Internal
Location: 1 mouth/throat, 1 body
Hardness/Hit Points: 5/8
Base Purchase DC: 23
Restriction: Restricted (+2) 
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2 years ago  ::  May 08, 2011 - 2:47PM #20
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Head Jack (PL6)
The head jack is a simple device that is implanted into the back of the user's head, at the base of the skull. This cybernetic device is imply just a means of allowing the user to connect devices to their cybernetic systems, such as a smart weapon's scope or video scope to their HUD built into their eyes, or upload audio data to their ears without others hearing it. Even connecting to a computer for any of their other cybernetic devices to communicate with, such as sensor hands, or allow doctors and cybernetic technicians to connect their diagnostic equipment to the user for testing.
Benefit: Allows a physical connection between outside hardware to communicate with user's cybernetic systems. Does not include any software except basic communications protocols between cybernetics & outside software/wetware.
Type: Internal
Location: Head, but does not count against user's number of cybernetic devices.
Hardness/Hit Points: -/1
Base Purchase DC: 8
Restriction: None

Note: All full conversion cyborgs come standard with a head jack.
(Making an edit to the Civ 1 frame to include head jack) 
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